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Trudvang Chronicles Preview Part 2 - Rules
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<blockquote data-quote="Alexandre Leal" data-source="post: 7717204" data-attributes="member: 6886208"><p>Mechanically, so far, there is only one thing that bothers me (apart from the fact that traits seem to take attributes place and do so in a most subjective way in true Fate fashion, which I particularly dislike), is the way combat capacity and combat points are designed, unless this is just the generic principal and then there are various exceptions and particularities based on the type of actions being used. I just don't think that decreeing that the capacity for acting during combat should be rigidly tied to fighting skill... e.g. If you are a Vitner Cafter and you are trying to cast something during a combat wouldn't it make much sense to use their skill degree in magic to see how efficiently he could act in that round? Or a character trying to sneak around and open a door so that his friends could escape, or activating a trap, etc... this is one of those mechanics where you see designers fall very frequently. Just hope I'm just jumping to conclusions and the rules cover this adequately.</p></blockquote><p></p>
[QUOTE="Alexandre Leal, post: 7717204, member: 6886208"] Mechanically, so far, there is only one thing that bothers me (apart from the fact that traits seem to take attributes place and do so in a most subjective way in true Fate fashion, which I particularly dislike), is the way combat capacity and combat points are designed, unless this is just the generic principal and then there are various exceptions and particularities based on the type of actions being used. I just don't think that decreeing that the capacity for acting during combat should be rigidly tied to fighting skill... e.g. If you are a Vitner Cafter and you are trying to cast something during a combat wouldn't it make much sense to use their skill degree in magic to see how efficiently he could act in that round? Or a character trying to sneak around and open a door so that his friends could escape, or activating a trap, etc... this is one of those mechanics where you see designers fall very frequently. Just hope I'm just jumping to conclusions and the rules cover this adequately. [/QUOTE]
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